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📄 Water.js

📊 Analysis Summary

Metric Count
🧱 Classes 1
📦 Imports 12
📊 Variables & Constants 33

📚 Table of Contents

🛠️ File Location:

📂 examples/jsm/objects/Water.js

📦 Imports

Name Source
Color three
FrontSide three
Matrix4 three
Mesh three
PerspectiveCamera three
Plane three
ShaderMaterial three
UniformsLib three
UniformsUtils three
Vector3 three
Vector4 three
WebGLRenderTarget three

Variables & Constants

Name Type Kind Value Exported
scope this let/var this
textureWidth any let/var options.textureWidth !== undefined ? options.textureWidth : 512
textureHeight any let/var options.textureHeight !== undefined ? options.textureHeight : 512
clipBias any let/var options.clipBias !== undefined ? options.clipBias : 0.0
alpha any let/var options.alpha !== undefined ? options.alpha : 1.0
time any let/var options.time !== undefined ? options.time : 0.0
normalSampler any let/var options.waterNormals !== undefined ? options.waterNormals : null
sunDirection any let/var options.sunDirection !== undefined ? options.sunDirection : new Vector3( 0.70...
sunColor any let/var new Color( options.sunColor !== undefined ? options.sunColor : 0xffffff )
waterColor any let/var new Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F )
eye any let/var options.eye !== undefined ? options.eye : new Vector3( 0, 0, 0 )
distortionScale any let/var options.distortionScale !== undefined ? options.distortionScale : 20.0
side any let/var options.side !== undefined ? options.side : FrontSide
fog any let/var options.fog !== undefined ? options.fog : false
mirrorPlane any let/var new Plane()
normal any let/var new Vector3()
mirrorWorldPosition any let/var new Vector3()
cameraWorldPosition any let/var new Vector3()
rotationMatrix any let/var new Matrix4()
lookAtPosition any let/var new Vector3( 0, 0, - 1 )
clipPlane any let/var new Vector4()
view any let/var new Vector3()
target any let/var new Vector3()
q any let/var new Vector4()
textureMatrix any let/var new Matrix4()
mirrorCamera any let/var new PerspectiveCamera()
renderTarget any let/var new WebGLRenderTarget( textureWidth, textureHeight )
mirrorShader { name: string; uniforms: any; vertex... let/var { name: 'MirrorShader', uniforms: UniformsUtils.merge( [ UniformsLib[ 'fog' ]...
material any let/var new ShaderMaterial( { name: mirrorShader.name, uniforms: UniformsUtils.clone(...
projectionMatrix any let/var mirrorCamera.projectionMatrix
currentXrEnabled any let/var renderer.xr.enabled
currentShadowAutoUpdate any let/var renderer.shadowMap.autoUpdate
viewport any let/var camera.viewport

Classes

Water

Class Code
class Water extends Mesh {

    /**
     * Constructs a new water instance.
     *
     * @param {BufferGeometry} geometry - The water's geometry.
     * @param {Water~Options} [options] - The configuration options.
     */
    constructor( geometry, options = {} ) {

        super( geometry );

        /**
         * This flag can be used for type testing.
         *
         * @type {boolean}
         * @readonly
         * @default true
         */
        this.isWater = true;

        const scope = this;

        const textureWidth = options.textureWidth !== undefined ? options.textureWidth : 512;
        const textureHeight = options.textureHeight !== undefined ? options.textureHeight : 512;

        const clipBias = options.clipBias !== undefined ? options.clipBias : 0.0;
        const alpha = options.alpha !== undefined ? options.alpha : 1.0;
        const time = options.time !== undefined ? options.time : 0.0;
        const normalSampler = options.waterNormals !== undefined ? options.waterNormals : null;
        const sunDirection = options.sunDirection !== undefined ? options.sunDirection : new Vector3( 0.70707, 0.70707, 0.0 );
        const sunColor = new Color( options.sunColor !== undefined ? options.sunColor : 0xffffff );
        const waterColor = new Color( options.waterColor !== undefined ? options.waterColor : 0x7F7F7F );
        const eye = options.eye !== undefined ? options.eye : new Vector3( 0, 0, 0 );
        const distortionScale = options.distortionScale !== undefined ? options.distortionScale : 20.0;
        const side = options.side !== undefined ? options.side : FrontSide;
        const fog = options.fog !== undefined ? options.fog : false;

        //

        const mirrorPlane = new Plane();
        const normal = new Vector3();
        const mirrorWorldPosition = new Vector3();
        const cameraWorldPosition = new Vector3();
        const rotationMatrix = new Matrix4();
        const lookAtPosition = new Vector3( 0, 0, - 1 );
        const clipPlane = new Vector4();

        const view = new Vector3();
        const target = new Vector3();
        const q = new Vector4();

        const textureMatrix = new Matrix4();

        const mirrorCamera = new PerspectiveCamera();

        const renderTarget = new WebGLRenderTarget( textureWidth, textureHeight );

        const mirrorShader = {

            name: 'MirrorShader',

            uniforms: UniformsUtils.merge( [
                UniformsLib[ 'fog' ],
                UniformsLib[ 'lights' ],
                {
                    'normalSampler': { value: null },
                    'mirrorSampler': { value: null },
                    'alpha': { value: 1.0 },
                    'time': { value: 0.0 },
                    'size': { value: 1.0 },
                    'distortionScale': { value: 20.0 },
                    'textureMatrix': { value: new Matrix4() },
                    'sunColor': { value: new Color( 0x7F7F7F ) },
                    'sunDirection': { value: new Vector3( 0.70707, 0.70707, 0 ) },
                    'eye': { value: new Vector3() },
                    'waterColor': { value: new Color( 0x555555 ) }
                }
            ] ),

            vertexShader: /* glsl */`
                uniform mat4 textureMatrix;
                uniform float time;

                varying vec4 mirrorCoord;
                varying vec4 worldPosition;

                #include <common>
                #include <fog_pars_vertex>
                #include <shadowmap_pars_vertex>
                #include <logdepthbuf_pars_vertex>

                void main() {
                    mirrorCoord = modelMatrix * vec4( position, 1.0 );
                    worldPosition = mirrorCoord.xyzw;
                    mirrorCoord = textureMatrix * mirrorCoord;
                    vec4 mvPosition =  modelViewMatrix * vec4( position, 1.0 );
                    gl_Position = projectionMatrix * mvPosition;

                #include <beginnormal_vertex>
                #include <defaultnormal_vertex>
                #include <logdepthbuf_vertex>
                #include <fog_vertex>
                #include <shadowmap_vertex>
            }`,

            fragmentShader: /* glsl */`
                uniform sampler2D mirrorSampler;
                uniform float alpha;
                uniform float time;
                uniform float size;
                uniform float distortionScale;
                uniform sampler2D normalSampler;
                uniform vec3 sunColor;
                uniform vec3 sunDirection;
                uniform vec3 eye;
                uniform vec3 waterColor;

                varying vec4 mirrorCoord;
                varying vec4 worldPosition;

                vec4 getNoise( vec2 uv ) {
                    vec2 uv0 = ( uv / 103.0 ) + vec2(time / 17.0, time / 29.0);
                    vec2 uv1 = uv / 107.0-vec2( time / -19.0, time / 31.0 );
                    vec2 uv2 = uv / vec2( 8907.0, 9803.0 ) + vec2( time / 101.0, time / 97.0 );
                    vec2 uv3 = uv / vec2( 1091.0, 1027.0 ) - vec2( time / 109.0, time / -113.0 );
                    vec4 noise = texture2D( normalSampler, uv0 ) +
                        texture2D( normalSampler, uv1 ) +
                        texture2D( normalSampler, uv2 ) +
                        texture2D( normalSampler, uv3 );
                    return noise * 0.5 - 1.0;
                }

                void sunLight( const vec3 surfaceNormal, const vec3 eyeDirection, float shiny, float spec, float diffuse, inout vec3 diffuseColor, inout vec3 specularColor ) {
                    vec3 reflection = normalize( reflect( -sunDirection, surfaceNormal ) );
                    float direction = max( 0.0, dot( eyeDirection, reflection ) );
                    specularColor += pow( direction, shiny ) * sunColor * spec;
                    diffuseColor += max( dot( sunDirection, surfaceNormal ), 0.0 ) * sunColor * diffuse;
                }

                #include <common>
                #include <packing>
                #include <bsdfs>
                #include <fog_pars_fragment>
                #include <logdepthbuf_pars_fragment>
                #include <lights_pars_begin>
                #include <shadowmap_pars_fragment>
                #include <shadowmask_pars_fragment>

                void main() {

                    #include <logdepthbuf_fragment>
                    vec4 noise = getNoise( worldPosition.xz * size );
                    vec3 surfaceNormal = normalize( noise.xzy * vec3( 1.5, 1.0, 1.5 ) );

                    vec3 diffuseLight = vec3(0.0);
                    vec3 specularLight = vec3(0.0);

                    vec3 worldToEye = eye-worldPosition.xyz;
                    vec3 eyeDirection = normalize( worldToEye );
                    sunLight( surfaceNormal, eyeDirection, 100.0, 2.0, 0.5, diffuseLight, specularLight );

                    float distance = length(worldToEye);

                    vec2 distortion = surfaceNormal.xz * ( 0.001 + 1.0 / distance ) * distortionScale;
                    vec3 reflectionSample = vec3( texture2D( mirrorSampler, mirrorCoord.xy / mirrorCoord.w + distortion ) );

                    float theta = max( dot( eyeDirection, surfaceNormal ), 0.0 );
                    float rf0 = 0.3;
                    float reflectance = rf0 + ( 1.0 - rf0 ) * pow( ( 1.0 - theta ), 5.0 );
                    vec3 scatter = max( 0.0, dot( surfaceNormal, eyeDirection ) ) * waterColor;
                    vec3 albedo = mix( ( sunColor * diffuseLight * 0.3 + scatter ) * getShadowMask(), ( vec3( 0.1 ) + reflectionSample * 0.9 + reflectionSample * specularLight ), reflectance);
                    vec3 outgoingLight = albedo;
                    gl_FragColor = vec4( outgoingLight, alpha );

                    #include <tonemapping_fragment>
                    #include <colorspace_fragment>
                    #include <fog_fragment> 
                }`

        };

        const material = new ShaderMaterial( {
            name: mirrorShader.name,
            uniforms: UniformsUtils.clone( mirrorShader.uniforms ),
            vertexShader: mirrorShader.vertexShader,
            fragmentShader: mirrorShader.fragmentShader,
            lights: true,
            side: side,
            fog: fog
        } );

        material.uniforms[ 'mirrorSampler' ].value = renderTarget.texture;
        material.uniforms[ 'textureMatrix' ].value = textureMatrix;
        material.uniforms[ 'alpha' ].value = alpha;
        material.uniforms[ 'time' ].value = time;
        material.uniforms[ 'normalSampler' ].value = normalSampler;
        material.uniforms[ 'sunColor' ].value = sunColor;
        material.uniforms[ 'waterColor' ].value = waterColor;
        material.uniforms[ 'sunDirection' ].value = sunDirection;
        material.uniforms[ 'distortionScale' ].value = distortionScale;

        material.uniforms[ 'eye' ].value = eye;

        scope.material = material;

        scope.onBeforeRender = function ( renderer, scene, camera ) {

            mirrorWorldPosition.setFromMatrixPosition( scope.matrixWorld );
            cameraWorldPosition.setFromMatrixPosition( camera.matrixWorld );

            rotationMatrix.extractRotation( scope.matrixWorld );

            normal.set( 0, 0, 1 );
            normal.applyMatrix4( rotationMatrix );

            view.subVectors( mirrorWorldPosition, cameraWorldPosition );

            // Avoid rendering when mirror is facing away

            if ( view.dot( normal ) > 0 ) return;

            view.reflect( normal ).negate();
            view.add( mirrorWorldPosition );

            rotationMatrix.extractRotation( camera.matrixWorld );

            lookAtPosition.set( 0, 0, - 1 );
            lookAtPosition.applyMatrix4( rotationMatrix );
            lookAtPosition.add( cameraWorldPosition );

            target.subVectors( mirrorWorldPosition, lookAtPosition );
            target.reflect( normal ).negate();
            target.add( mirrorWorldPosition );

            mirrorCamera.position.copy( view );
            mirrorCamera.up.set( 0, 1, 0 );
            mirrorCamera.up.applyMatrix4( rotationMatrix );
            mirrorCamera.up.reflect( normal );
            mirrorCamera.lookAt( target );

            mirrorCamera.far = camera.far; // Used in WebGLBackground

            mirrorCamera.updateMatrixWorld();
            mirrorCamera.projectionMatrix.copy( camera.projectionMatrix );

            // Update the texture matrix
            textureMatrix.set(
                0.5, 0.0, 0.0, 0.5,
                0.0, 0.5, 0.0, 0.5,
                0.0, 0.0, 0.5, 0.5,
                0.0, 0.0, 0.0, 1.0
            );
            textureMatrix.multiply( mirrorCamera.projectionMatrix );
            textureMatrix.multiply( mirrorCamera.matrixWorldInverse );

            // Now update projection matrix with new clip plane, implementing code from: http://www.terathon.com/code/oblique.html
            // Paper explaining this technique: http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
            mirrorPlane.setFromNormalAndCoplanarPoint( normal, mirrorWorldPosition );
            mirrorPlane.applyMatrix4( mirrorCamera.matrixWorldInverse );

            clipPlane.set( mirrorPlane.normal.x, mirrorPlane.normal.y, mirrorPlane.normal.z, mirrorPlane.constant );

            const projectionMatrix = mirrorCamera.projectionMatrix;

            q.x = ( Math.sign( clipPlane.x ) + projectionMatrix.elements[ 8 ] ) / projectionMatrix.elements[ 0 ];
            q.y = ( Math.sign( clipPlane.y ) + projectionMatrix.elements[ 9 ] ) / projectionMatrix.elements[ 5 ];
            q.z = - 1.0;
            q.w = ( 1.0 + projectionMatrix.elements[ 10 ] ) / projectionMatrix.elements[ 14 ];

            // Calculate the scaled plane vector
            clipPlane.multiplyScalar( 2.0 / clipPlane.dot( q ) );

            // Replacing the third row of the projection matrix
            projectionMatrix.elements[ 2 ] = clipPlane.x;
            projectionMatrix.elements[ 6 ] = clipPlane.y;
            projectionMatrix.elements[ 10 ] = clipPlane.z + 1.0 - clipBias;
            projectionMatrix.elements[ 14 ] = clipPlane.w;

            eye.setFromMatrixPosition( camera.matrixWorld );

            // Render

            const currentRenderTarget = renderer.getRenderTarget();

            const currentXrEnabled = renderer.xr.enabled;
            const currentShadowAutoUpdate = renderer.shadowMap.autoUpdate;

            scope.visible = false;

            renderer.xr.enabled = false; // Avoid camera modification and recursion
            renderer.shadowMap.autoUpdate = false; // Avoid re-computing shadows

            renderer.setRenderTarget( renderTarget );

            renderer.state.buffers.depth.setMask( true ); // make sure the depth buffer is writable so it can be properly cleared, see #18897

            if ( renderer.autoClear === false ) renderer.clear();
            renderer.render( scene, mirrorCamera );

            scope.visible = true;

            renderer.xr.enabled = currentXrEnabled;
            renderer.shadowMap.autoUpdate = currentShadowAutoUpdate;

            renderer.setRenderTarget( currentRenderTarget );

            // Restore viewport

            const viewport = camera.viewport;

            if ( viewport !== undefined ) {

                renderer.state.viewport( viewport );

            }

        };

    }

}